From the readme, it looks like one of the things it does is allow for more letters in ability and item names? That could be handy.

From what I can gather, it says that it allows a max length of 6 and 9 characters for spell and item names respectively... which is also the length that's used in RPGe's translation and therefore this hack (the white/black/time icon counts as a character, some spells don't use it)

New version (v1.14) has been submitted. Stalker is now Wendigo, and I tried to tidy up the ending poem a bit. However, the transparency issue(?) is still present in Snes9X (haven't tested in other emulators)

Hey 121J since this project correlate with a project that I'm doing, may I ask few questions:- if this mod require Japan ROM, does that mean you have coded all the routines?- Are you familiar with internals - what format are fonts, font characteristics, widths for VWF and where I can find them in the ROM.- Do you have full TBL of each font, I'm especially interested in command entries like New Page, Wait for Input, ...

Hey 121J since this project correlate with a project that I'm doing, may I ask few questions:- if this mod require Japan ROM, does that mean you have coded all the routines?

No, I'm not that skilled. I think the only real hex editing work I did was pointer editing for battle messages and a search and replace for changing e.g. Butz to Bartz. I used this utility, which modifies the RPGe patch. I just chose to create the IPS file from the japanese ROM for simplicity's sake.

- Are you familiar with internals - what format are fonts, font characteristics, widths for VWF and where I can find them in the ROM.- Do you have full TBL of each font, I'm especially interested in command entries like New Page, Wait for Input, ...

Not really. Again I used the previously mentioned utility for this - it allowed me to insert images and widths for the fonts. This also came with .tbl files for the RPGe patch - by default it will generate new .tbl files upon first launch if none are detected. I was able to find a ROM map on the slickproductions wiki (I think) but the site seems to be down (i.e. I can't access it). Bear in mind the utility I mentioned is also hosted on slickproductions.

1. Is there any reason why the enemy Mythril Dragon is Mithril Dragon? It appears that it's based off of the same metal as the weapons you just bought, so... one letter slip-up, I suppose?2. I mentioned this in the wrong thread earlier by accident, wouldn't MgicShell sound better as MagiShell? It covers the same amount of letters.

These are both random minor things though, I haven't run into anything else since right after the Library of the Ancients!

Sorry for the doublepost, but I ran into this. I was wondering, is this a bug with the script port or FFV itself? It seems that those extra two commands are the Weresnake's attacks, there's fight and Specialty is Critical Attack?

Just finished my second playthrough of this. Aside from being bothered by the mithril / mythril issue that Chronosplit pointed out, the only additional problem I encountered was an out of place ! character at the beginning of the second line of text where Gilgamesh is addressing Faris when he shows up during the battle with Necrophobe.